View Full Version : heroes of might and magic III
http://en.wikipedia.org/wiki/Heroes_of_Might_and_Magic_III
Any chance this can be ported onto the tablets?
No. Unless you can magically pull the source from your hat :)
hmm I found this open source engine for Heroes II
http://sourceforge.net/projects/fheroes2
I also emailed loki games to see if they have any intention on releasing the code for heroes 3 or maybe porting it as it seems their site has been inactive for many years.
www.lokigames.com
The current holder of the copyright is Ubisoft and i guess they won't part with the source anytime soon.
As for the free engine - it is fairly new, but can be tested if it is playable.
minibean
2008-03-26, 09:20
I would like to second the open source engine
for being ported over :cool:
I will try to port H2 open engine ....
hmm I found this open source engine for Heroes II
http://sourceforge.net/projects/fheroes2
I also emailed loki games to see if they have any intention on releasing the code for heroes 3 or maybe porting it as it seems their site has been inactive for many years.
www.lokigames.com
This project contains only graphical engine for the game. It could not be played.
Nearly two years after the first post, are there any news about a port of fheroes 2 on N900 ? :)
chenliangchen
2010-04-17, 03:32
It would be nice to have Homm2 on N900...
I will donate a lot for a nice version of H2. :-)
Capn_Fish
2010-04-17, 03:55
I'd really like HoMM III on *nix in general; WINE seems to fail to play ot every other version...
This might be of interest:
http://forum.vcmi.eu/portal.php
I haven't tried it, though.
EDIT: Definitely not complete enough to play, but promising.
chenliangchen
2010-04-17, 04:03
There is a linux version of H3, but it's based on x86...
H2 perhaps runs better on N900 according to hardware...for H3 on N900 the waiting would be (quite) long...
chenliangchen
2010-04-17, 04:11
The fheroes2 engine seems updated this month...
http://sourceforge.net/projects/fheroes2/
the comments says it's playable?...
Who's interested to port it to N900?? Shall we create another thread for fheroes2 project??
Many thanks!
There's also a nice version for symbian. http://aom-game.org/index.php?m=1&sm=1&entry=1
Perhaps somebody with little Russian and programing language skill could make a port for maemo as well?
I'd rather see HOMM II :)
This might not be the same but still homm.. and should be able to work on n900.
http://mightandmagicheroeskingdoms.ubi.com/en/gallery
There is a game called palm heroes that I tried on my iphone. It was alot like homm. I'm guessing it was originally for palm but ported to the iphone. if it can be ported to the iphone then maybe it can also be ported to the n900. Worth a look maybe. I have zero knowledge of these things so I'm useless.
chenliangchen
2010-04-17, 16:58
There's also a nice version for symbian. http://aom-game.org/index.php?m=1&sm=1&entry=1
Perhaps somebody with little Russian and programing language skill could make a port for maemo as well?
Age of heroes is another game similar to HOMMS, it uses some graphics from Homms3.
This is not the "real" homms.
https://launchpad.net/openhomm
there is some open source project, but it's still on developing
Age of heroes is another game similar to HOMMS, it uses some graphics from Homms3.
This is not the "real" homms.
Yes but it's qt :)
Well, i have fheroes2 (the heroes 2 clone) working. I will not be doing a proper port (due to time constraints) but i'll post an archive of the compiled game later today.
You do need the data files from the original game though...
http://img717.imageshack.us/img717/9610/screenshot2010041807545.jpg
http://img717.imageshack.us/img717/9770/screenshot2010041807542.jpg
[EDIT]
So I had a few spare minutes, here is the archive (http://www.mediafire.com/file/njwumzzzdlz/fheroes2-bin-nodata.tar.gz).
Download to your n900 and then as root:
# cd /opt
# tar xzvf /home/user/MyDocs/fheroes2-bin-nodata.tar.gz
Then you need to copy the original files from the game to the relevant folders:
data/*.agg to /opt/fheroes2/data
maps (*.mp2) to /opt/fheroes2/maps
I don't remember but I think they need to be capital cased...
To run the game just do /opt/fheroes2/fheroes2 from the terminal (NOT AS ROOT)
Sorry I am not supplying a deb I hope someone else will make a nice easy deb and maybe even load it up to extras-devel...
chenliangchen
2010-04-18, 07:44
WOW!! This is amazing! Looking forward to a proper version of fheroes2. :-)
Its working okay. Campaigns not yet implemented. Small case also works. Be sure to edit the config file before you run it, its set to non-fullscreen.
for me works only after
apt-get install libsdl-net1.2
drsilviuro
2010-04-18, 11:48
Heroes III would be a dream! I even now play it on my computer! This game never gets old!
OMG! Heroes 2 is cool, but Heroes 3 would be awesome! I LOVE the heroes series (and Age Of Wonders is also good) - I'll try the heroes 2 port when I'll get back home from work today.
Thanks guys!
@Bundyo: I do seem to have campeigns working, so I don't know wy it isn't working for you.
@usar: Yes, sorry I forgot to mention that. I believe it needs SDL_mixer, SDL_image, SDL_ttf, and SDL_net.
I compiled it about a month ago so I forgot about the requirements.
BTW, This was compiled from trunk with a few small changes if anyone is interested...
I'm using your build, new campaign button spits this message in the console output:
Free Heroes II, version: 0.4
config: /opt/fheroes2/fheroes2.cfg load.
New Campain Game: under construction.
It would be very strange if it works for you... :)
chenliangchen
2010-04-18, 16:35
Anyone wants to port it to extras devel? It would be aewsome!!
Does the sound work? :-)
@Bundyo: Yup, sorry my bad. Looks like fheroes didn't implement support for it.
@chenliangchen: Nope. I didn't work in the compile, so i commented out the code. I think that was the main change needed from a clean compile to get it to work...
Man, this is working and its sooooo cool! I'm in love with you, really! :)
@Bundyo: Yup, sorry my bad. Looks like fheroes didn't implement support for it.
@chenliangchen: Nope. I didn't work in the compile, so i commented out the code. I think that was the main change needed from a clean compile to get it to work...
Care to gz up your slightly modified code so I could take a gander? Perhaps make a devel build?
Hmmm and in the same time - I noticed that its not possible to save games - anyone knows why? maybe something in the configurations? I'll check...
@efekt: It is possible, though you would need to change the ownership of the saves folder to user :)
@chenliangchen: sound effects work or I'm imagining things :) Probably dbrodie commented out only the music support. :)
Everything works - sound effects and music included. I will try to change the ownership, thanks :)
chenliangchen
2010-04-19, 02:37
@efekt: It is possible, though you would need to change the ownership of the saves folder to user :)
@chenliangchen: sound effects work or I'm imagining things :) Probably dbrodie commented out only the music support. :)
Thank you!! I just found the original H2 CD from the dust and the CD track is beautiful! But the midi is also very nice.:)
uberballo
2010-04-19, 04:00
when im trying to move the data file i get:permission denied. i tried with sudo gainroot and with just root.
To move/copy files to /opt you got to be root - if you get this sort of error it means that you're NOT root.
Btw, changed ownership on the /files folder, and now save works! I'm gonna have so much fun :D
Care to gz up your slightly modified code so I could take a gander? Perhaps make a devel build?
More then happy to,
knock yourself out! (http://www.mediafire.com/file/mmn4zygmnjm/fheroes2-modified.tar.gz)
:)
[EDIT]
Forgot to mention that from a quick diff that I did, it seems I only commented out some music code that wasn't compiling, this was from the trunk of the project about a month ago, so I don't know what changed since then. Also the bug might be easily fixable if you play around with it (was a misdeclared struct).
Good Luck!
More then happy to,
knock yourself out! (http://www.mediafire.com/file/mmn4zygmnjm/fheroes2-modified.tar.gz)
:)
[EDIT]
Forgot to mention that from a quick diff that I did, it seems I only commented out some music code that wasn't compiling, this was from the trunk of the project about a month ago, so I don't know what changed since then. Also the bug might be easily fixable if you play around with it (was a misdeclared struct).
Good Luck!
Where did you modify it? In the source or the build configs? Did you try with --enable-sound=no or something like that?
Bah, why am I doing this and not finishing my resume? I need a job! :)
Anyway, based on a quick diff, I changed the audio_music.cpp/.h
Commented out the Mix_Chunk definition in the .h
and in the .cpp commented out most of the body of Music::Play.
I think that if you can get the Mix_Chunk to be defined properly then it should work. Could be that the SDL_mixer for maemo is compiled differently then what they are expecting (something with USE_RWOPS?),
but except for that it compiled cleanly.
Sorry, but I don't remember the compile options (more then a month ago), except --prefix=/opt/fheroes (obviously)
Mix_Chunk is defined in SDL_mixer.h. If you include that and comment out the other one it should work.
@Bundyo: The problem is the typedef, for some reason it was making problems, (though can't think why). What you said should work if you change all of the Mix_Chunk's in the code to struct Mix_Chunk. Not a big problem...
so it didn't compile without the modifications? I downloaded the latest trunk and it compiled straight away. I don't have the data files to test it though.
EDIT, but it segfaults on launch on the device...
EDIT2, ok it's my scratchbox that does it.
Ok got it working with sound.
Here's the tar.gz file:
http://hedwerks.net/stuff/fheroes2_unmod.tar.gz
I unpacked mine in home and ran it from there. Worked fine.
I haven't played it for real, just tested. And sound plays nicely.
you can get the demo of the gamefrom here: http://www.pcworld.com/downloads/file/fid,4153-order,4-c,adventurestrategy/description.html and extract the maps and data files from there to try it.
Does this game need right click? I can make the necessary modifications to enable it if it's needed. I don't remember if it's actually needed though.
chenliangchen
2010-04-19, 15:40
Ok got it working with sound.
Here's the tar.gz file:
http://hedwerks.net/stuff/fheroes2_unmod.tar.gz
I unpacked mine in home and ran it from there. Worked fine.
I haven't played it for real, just tested. And sound plays nicely.
you can get the demo of the gamefrom here: http://www.pcworld.com/downloads/file/fid,4153-order,4-c,adventurestrategy/description.html and extract the maps and data files from there to try it.
Does this game need right click? I can make the necessary modifications to enable it if it's needed. I don't remember if it's actually needed though.
From the experience of orginal H2, I do think it needs right click. The right click shows the amount of creatures on the map, and the detail of a troop, etc. It makes the gameplay a lot easier.
:-)
You have troop nfo on right click but it is alredy implemented, there are pda options in the config - I have right click on tap and hold.
uberballo
2010-04-19, 18:46
well now when i try to run fheroes2 i get permission denied even with root. so i had that folder in the mydocs so tried to move it to home i get permission denied to. with root,sudo gainroot and with no root. can anyone help?
ok fixed rightclick.
here's the tarball:
http://hedwerks.net/stuff/fheroes2_maemo1.tar.gz
Howto get it running for noobs, coming up.
drums4life687
2010-04-19, 20:00
ok fixed rightclick.
here's the tarball:
http://hedwerks.net/stuff/fheroes2_maemo1.tar.gz
Howto get it running for noobs, coming up.
Eagerly waiting for instructions for noobs :p
Please note that the information here is a outdated. Download the game from extras-devel instead
Screenshot 800x480 settings:
http://i.imgur.com/09SfF.png
This is how you can get free heroes 2 running a demo version:
fetch these files:
The game engine: (link (http://hedwerks.net/stuff/fheroes2_maemo1.tar.gz)) http://hedwerks.net/stuff/fheroes2_maemo1.tar.gz
The demo for windows: (link (http://downloads.pcworld.com/pub/new/fun_and_games/adventure_strategy/h2demo.zip)) http://downloads.pcworld.com/pub/new/fun_and_games/adventure_strategy/h2demo.zip
with browser or wget.
In my example I will put these in a folder called downloads under MyDocs.
launch xterm and run the following:
root
apt-get install unzip
exit
tar -xzvf MyDocs/downloads/fheroes2_maemo1.tar.gz
cd MyDocs/downloads
unzip h2demo.zip -d temp
mv temp/DATA/HEROES2.AGG /home/user/fheroes2/data/
mv temp/MAPS/BROKENA.MP2 /home/user/fheroes2/maps/
cd
EDIT: Was a typo in the previous bit. Fixed it.
If you want you could skip the step where you mv the data and map files and leave them under MyDocs to save space in /home.
you need to modify /home/user/fheroes2/fheroes2.cfg
uncomment the # data = data and the # maps = maps lines and change it to
data = /home/user/MyDocs/downloads/temp/DATA
maps = /home/user/MyDocs/downloads/temp/MAPS
Then launch the game like this:
cd fheroes2
./fheroes2
ctrl-click is rightclick.
if it doesn't work, try installing these packages: libsdl1.2 libsdl-mixer1.2 libsdl-image1.2 libsdl-net1.2 libsdl-ttf2.0-0 libogg0
like this:
root
apt-get install libsdl1.2 libsdl-mixer1.2 libsdl-image1.2 libsdl-net1.2 libsdl-ttf2.0-0 libogg0
Hope it works.
EDIT: Not sure where those packages are. Some of the might be in extras-devel still.
EDIT2: If you have the complete game, copy all the .agg files from DATA folder to /home/user/fheroes2/data/ and all the .mp2 files from the MAPS folder to /home/user/fheroes2/maps/ to get everything loaded. Haven't tried it since I don't have the game, but there are some instructions earlier in the thread.
EDIT3: If you want you can leave the maps and data files in MyDocs and just modify the fheroes2.cfg file so that maps = /home/user/Mydocs/<wherever you put your map files>/
and the same for data. Saves some space in /home
EDIT4: Modify fheroes2/fheroes2.cfg and uncomment "# videomode 640x480" and change it to "videomode = 800x480" to get fullscreen in the game. Main menu will not change though.
Great THX for you bro :)
It's working quite well.
Screens :
http://img519.imageshack.us/img519/7372/screenshot2010042002465.png
http://img90.imageshack.us/img90/3253/screenshot2010042015551.png
If you want more maps write me PW ;)
Guinness
2010-04-20, 15:11
Hi, i've read thru this thread and downloaded the files needed and extracted them etc. but when i try to run ./fheroes2 i get permission denied, even as root (sudo gainroot). I installed fheroes via ssh if that makes a differance.. anyone has a clue what i could have done wrong?
Thanks in advance, i really appreciate what you guys are doing here.
(first post!)
uberballo
2010-04-20, 15:13
how can i edit fheroes2.cfg file? it just says not found or even with root i get: permission denied.
chenliangchen
2010-04-20, 15:49
how can i edit fheroes2.cfg file? it just says not found or even with root i get: permission denied.
Press a do the edit. esc to quit. :wq to save.:)
chenliangchen
2010-04-20, 15:50
Who will build a .deb file? This will make life a lot easier for many people.
Many thanks! :-)
Please Pleae could someone make a deb file for this game I am dying to play it :-)
uberballo
2010-04-20, 18:17
Press a do the edit. esc to quit. :wq to save.:)
eh? i mean through x terminal... or i just don't know how to use apparently x terminal.
Hi, i've read thru this thread and downloaded the files needed and extracted them etc. but when i try to run ./fheroes2 i get permission denied, even as root (sudo gainroot). I installed fheroes via ssh if that makes a differance.. anyone has a clue what i could have done wrong?
Thanks in advance, i really appreciate what you guys are doing here.
(first post!)
you need to type : sudo gainroot
chmod +x /home/user/fheroes2/fheroes2
and it will run ;)
i'm also asking for deb file and icon maybe :)
Thanks all, and Mece in particular - for that right click option (was very needed) :)
Now if only someone could do the same thing with Heroes 3... ;)
i would hail name of person who do this with heroes III 4 ever :)
I also would like to see H3 on my N900 :)
Guinness
2010-04-20, 20:23
Thanks VeR now im able to enjoy this good 'ole game again :)
Does the campaign game work yet or is it a wip? As i do own the game for PC i have all the maps and data files needed.
Frank Banul
2010-04-20, 20:26
In fheroes2.cfg set:
videomode = 800x480
Frank
In fheroes2.cfg set:
videomode = 800x480
Frank
Had the urge to try it, but it wasn't specifically mentioned as supported so I skipped. Good to see it working :D
EDIT: BTW, VCMI (the Heroes3 engine) (http://forum.vcmi.eu/portal.php) should be playable as of version 0.80 (victory conditions implemented), however there were some problems with the event thread not communicating with the main one (when I tried to compile 0.75). If someone talks Boost threads and C++, please look at it... :)
Guinness
2010-04-20, 20:50
In fheroes2.cfg set:
videomode = 800x480
Frank
this works to an extent, it works while in game moving around with your heroes but it doesnt seem to affect the "in battle" view and "in castle" view, but i do prefer to use videomode = 800x480.
Frank Banul
2010-04-20, 21:34
Put this in /usr/share/applications/hildon/fheroes2.desktop:
[Desktop Entry]
Encoding=UTF-8
Name=HMM 2
Comment=Heroes Of Might And Magic 2 compatible engine
Exec=/opt/fheroes2/fheroes2
Icon=hmm2
Terminal=false
Type=Application
Categories=GNOME;Application;Game;
And place the attached png file in /usr/share/icons/hicolor/scalable/hildon
For the full experience of course.
Frank
I'm getting crashes on occasion. Segfaults. Are you guys who are using my build also getting them or is it just me?
this works to an extent, it works while in game moving around with your heroes but it doesnt seem to affect the "in battle" view and "in castle" view, but i do prefer to use videomode = 800x480.
And the main menu too works only in 640x480 resolution - but I guess it and all the other screens you've mentioned have a different resolution definition - probably in some other file (or still in the fheroes.cfg but its not written there).
Anyone knows where it might appear?
These screens have fixed resolution.
These screens have fixed resolution.
Yea, but can it be changed? those screens ARE capable of having different resolution, like in the PC version of the game...
Probably yes - it supports quite a number of resolutions already...
Guinness
2010-04-21, 09:44
I'm getting crashes on occasion. Segfaults. Are you guys who are using my build also getting them or is it just me?
I havent had any crashes yet, altho i have only played thru one map so far. I'll report if i run into any crashes.
I havent had any crashes yet, altho i have only played thru one map so far. I'll report if i run into any crashes.
Are you using the full game or demo data and maps? Mine are from the gold version which is available online. I haven't tested all that much though, but it crashed during the first map I played.
drums4life687
2010-04-21, 14:29
is anyone working on a deb file for this?
uberballo
2010-04-21, 16:34
only way i can run it is trough root and when i do that it deletes HEROES2.AGG file. not fun...
I am, sortof. Might take a while though. Aim to get this to devel at least.
Guinness
2010-04-21, 20:22
Are you using the full game or demo data and maps? Mine are from the gold version which is available online. I haven't tested all that much though, but it crashed during the first map I played.
I am using the full game with data and map files from Heroes of Might and Magic Compendium disc. Today i've played a little more and still no problems, i've played small and medium sized maps.
I did notice a bug or something (not sure if it was some trigger in map tho) as i couldnt use a portal and it seemed like my computer opponent wasnt able to use it either. If this wasnt map specific it ruins a lot of maps =/ Will do some further testing on portals tomorrow as i dont run into them that often in game.
hi, excellent job..
anywhere i can download all data and map files online? like rapidshare or megaupload?
thanks
hi, excellent job..
anywhere i can download all data and map files online? like rapidshare or megaupload?
thanks
Buy the game - its worth it (and probably costs peanuts by now).
On another note, I've played quite a lot and didn't encounter any bugs. I can use the portals, and as for the computer player - I don't know.
I'm glad to see that a little question to up a thread has provoked so much reactions, I wouldn't have believed that a port could be made so quickly (well, it lacks just a .deb file and it will be perfect :) ).
For the game files, I remember people that the game with his extension can be bought drm-free on gog (http://www.gog.com/en/gamecard/heroes_of_might_and_magic_2_gold_edition).
About the port of H3 as some people ask for, it would be undoubtfull wonderfull, but I'm not sure it could be done as the game resolution 800x600 exceeds the n900's one. With this condition, I suppose it could be done for the landscape phase, but combats would be cut and badly playable (maybe with a scrolling, but it will kill some fun), not to speak of the more ressources needed to run the game.
Whatever, I would like to give a big thanks to people who have done this long-awaited port :)
VCMI has support for non standard resolutioins so it will be probably possible to shrink the game field.
chenliangchen
2010-04-22, 11:17
Does this engine work with Price of Loyalty/ Gold version? Or the orginal H2?
Also, Big thanks to Mece!!
am I missing something or are the noob instructions incorrect?
I downloaded the gz file extracted it, and it now sites in MyDocs/Downloads/fheroes2
I then extracted the hommgame files and copied them to the folder /home/user/fheroes2/data
/home/user/fheroes2/maps
but to run the game you say cd ~/fheroes2 and then run fheroes2
but that file is not in that directory.
So I'm guessing that perhaps my first file extraction should have been to this folder?
/home/user/fheroes2
could someone help me please?
Does this engine work with Price of Loyalty/ Gold version? Or the orginal H2?
Also, Big thanks to Mece!!
Price of Loyalty and original at least (changes title on main screen depending on the version).
am I missing something or are the noob instructions incorrect?
I downloaded the gz file extracted it, and it now sites in MyDocs/Downloads/fheroes2
I then extracted the hommgame files and copied them to the folder /home/user/fheroes2/data
/home/user/fheroes2/maps
but to run the game you say cd ~/fheroes2 and then run fheroes2
but that file is not in that directory.
So I'm guessing that perhaps my first file extraction should have been to this folder?
/home/user/fheroes2
could someone help me please?
ofcourse it should be in /home/user/fheroes2
does campiagne for you guys, I can only seem to play the standard game :-(
Guinness
2010-04-22, 15:23
does campiagne for you guys, I can only seem to play the standard game :-(
No i cant get campaign to work.
chenliangchen
2010-04-22, 15:24
No i cant get campaign to work.
The compaign is currently not supported yet.
ofcourse it should be in /home/user/fheroes2
~/ is an alias for your home dir, which is /home/user/ so both should work. Aaanyway, It might be better to leave the data and maps files in MyDocs and modify the cfg to point towards them.
I have my data files in /home/user/MyDocs/games/fheroes2/data/
and my map files in /home/user/MyDocs/games/fheroes2/maps/
and in /home/user/fheroes/fheroes.cfg I have the lines
data = /home/user/MyDocs/games/fheroes2/data
maps = /home/user/MyDocs/games/fheroes2/maps
saves some space in home.
Seems my fheroes2 cured itself somehow. Had some crashes in my first run but seems completely stable now. Might have been something else that caused it that first time.
chenliangchen
2010-04-22, 22:18
ofcourse it should be in /home/user/fheroes2
perhaps /home/user/fheroes (without 2)
See #50
you need to type : sudo gainroot
chmod +x /home/user/fheroes2/fheroes2
and it will run ;)
i'm also asking for deb file and icon maybe :)
for some reason, i can't seem to chmod the fheroes2 file even logged in as root. i execute the command but nothing happens. anyone know what's going on?
Guinness
2010-04-22, 23:17
for some reason, i can't seem to chmod the fheroes2 file even logged in as root. i execute the command but nothing happens. anyone know what's going on?
I dont know if i mistyped it or something but when i had the fheroes files in MyDocs i couldnt chmod, but when i moved them to /home/user/ i was able to chmod :S
OpenSource Heroes3!!!!
Has anyone checked if this opensource Heroes III engine is portable??
http://forum.vcmi.eu/portal.php
Well, you can try reading the thread or maybe search?
chenliangchen
2010-04-23, 07:58
Any news for the .deb of fheroes2?? :-)
Well, you can try reading the thread or maybe search?
Uhm... ?? im trying to discuss it. this thread or search gives no definitive answer to wether its portable or not.. so i dont understand your response.
http://talk.maemo.org/showthread.php?t=18338&page=7
I posted a more detailed explanation in another thread. So yes - it is portable and no - its not currently working.
CepiPerez
2010-04-23, 14:54
I'll check heroes3...
And I can make the .deb for heroes2 if you want, but I need the source for the repositories.
To recap from the other thread - the problem is that the event thread in VCMI is not communicating for some reason with the main one - it is pumping the events in the variable, but nothing comes on the other side. My guess is that the variable is mapped somewhere else in the memory, but that's just a guess. Other than that - the same Mix_Chunk problem as in fheroes2 can be experienced.
chenliangchen
2010-04-23, 15:20
I'll check heroes3...
And I can make the .deb for heroes2 if you want, but I need the source for the repositories.
Thank you so much!
A.deb file makes life a lot easier. :-)
silvermountain
2010-04-23, 15:27
Heroes of Might and Magic II for Diablo http://talk.maemo.org/showthread.php?t=50838
deb made, fheroes2 is in the builder queue. Hope it works.
edit: It's there... installing...
ok. fheroes2 is in extras-devel
Will make a new post and link to it from here.
This thread is actually about heroes of might and magic 3 ;)
here's the new heroes2 thread:
http://talk.maemo.org/showthread.php?p=624831
drsilviuro
2010-04-24, 07:23
So heroes III is abandoned? :(
So heroes III is abandoned? :(
what do you mean? just moved homm2 discussions out. CepiPerez said he'll look into homm3 a few posts back.
drsilviuro
2010-05-05, 08:20
what do you mean? just moved homm2 discussions out. CepiPerez said he'll look into homm3 a few posts back.
See what I mean now? :p
kamil365
2010-05-08, 21:20
First of all great job with fheroes2.
Any progress with heroes 3? Is someone working on it or maybe drsilviuro was right? I hope he did't:)
I'll check heroes3...
Any news Cepi? do you have a project page or something, to track the process or even offer you some kind of help?
Hmm somebody is working currently on porting homm3? :) (i'm just asking... don't want to offend anybody)
homm2 doesn't have option called "quick fight" :( When i'm playing with my friend each turn takes waaaaaay too much time.
I'll give it a try...
EDIT: Setting up the SDK is a pain... Progress now.
EDIT2: Seems like I need libboost-dev >= 1.40 before this will work. Trying to get it built since this morning. Probably will need some time, cause the SDK is really outdated and needs a lot of manual workarounds...
I'll give it a try...
EDIT: Setting up the SDK is a pain... Progress now.
EDIT2: Seems like I need libboost-dev >= 1.40 before this will work. Trying to get it built since this morning. Probably will need some time, cause the SDK is really outdated and needs a lot of manual workarounds...
Thanks for trying! this is my favourite game of all and i would pay if i could play it perfectly on my n900 (i guess i should go and post this on the "what games u would pay ..." :p )
Thanks again and keep it up
Good luck ;)
Got it compiled and packaged, after lots of troubles. ;) Finally I need a solution for the dependency of libsdl-mixer1.2 with version >= 1.2.8. In the repos is 1.2.6 and I cannot upload my .deb as it says it's already there. I hope X-Fade from #maemo will reply me anytime soon...
Well, and I need to try if it actually runs... :D
Thanks 0x47! I hope it will run too - H3 is one of my all time favorite games :)
Well, it kinda runs. I could only test it in the SDK (and via remote control) so far, but it starts and I can select to create a new game. It crashed tho, and as all the files are far away now, I have to wait to check it on my N900 until tomorrow. Maybe it's just an graphics/SDK issue...
Additionally I still got no help regarding the outdated libsdl-mixer1.2. I guess I'll just upload the .deb files here once this thing is up and running.
Thanks, keep up the good work :)
I wish I could help, but I'm more into C# (though I know C++ and C a little) so I'm not sure if I could be much of a help :o
No worries, I guess I can sort it out. I had a talk with mece, and he could fix the Mix_Chunk issues without upgrading to sdl_mixer 1.2.8. In the meantime I added https://bugs.maemo.org/show_bug.cgi?id=10829 and will give the 1.2.6 another chance...
Ok, I've got news (Trying to keep you up-to-date as I hate being not informed).
I managed to add the 1.2.8 lib, see the bug comments above. I also had (and still have) a discussion with the developers of VCMI as it turns out VCMI doesn't support 800x480@16 resolution yet. There's progress tho, just needs more tweaking as expected... The dependency on libsdl-mixer1.2 will be removed soon(tm) as this library is broken anyway (confirmed by the project leader).
The interface themes are defined in some easy to edit files, maybe it will be easy to edit them ourselves?
I already have the 800x480 resolution config, but the main screen (where you load/start games) is fixed @ 800x600. Some pixels are missing on the bottom. One of the devs will probably look into real scaling, so that we can run it at native resolution.
Well, the graphics can be resized accordingly too. What format are they in?
Hi there!
Thanks again for all the hard work. If you accomplish to port this game i will be the first or one of the first persons to donate some money because this game deserves it :) , and you deserve it for the all the work ;) !
Could you please post some photos or a video of it running on the n900? just to make me kill the curiosity (and to make me even more impacient :P )
Good work ;)
Well, the graphics can be resized accordingly too. What format are they in?
You should contact Tow from www.vcmi.eu, guess he'll be glad for any helping hand!
Hi there!
Thanks again for all the hard work. If you accomplish to port this game i will be the first or one of the first persons to donate some money because this game deserves it :) , and you deserve it for the all the work ;) !
Could you please post some photos or a video of it running on the n900? just to make me kill the curiosity (and to make me even more impacient :P )
Good work ;)
I'm not gonna stop until this thing is running! :) Even tho things may get slowed down a bit. There are some threading issues (as described by someone else earlier) and I first have to set up the debug environment and stuff.
I knew some people are willing to donate, but I will not take a penny. It's not my work and all the honor goes to Tow and his team. Too bad they won't accept donations for now. Tow's paying the servers himself and doesn't want to make things more complicated.
I tried to make a screencast even tho it's pretty pointless (it crashes at "New Game" screen most times). After watching it I noticed the application kinda makes a screenshot every 10 seconds, and that makes it even more pointless. :P If I manage it to actually enter a game, I'll upload the *.deb files anyways.
Note: I have to warn you that VCMI is still under heavy development. This thing doesn't have all the features that are in HOMM3 yet. If you want to know more, visit their site and read the stickies.
Small update:
Issues are tracked down to the missing support for 16bpp screens and the missing 800x480 resolution in the start menu and battles. Once these are sorted out the game is likely to run pretty stable.
I created a screencast from my SDK to show it running at 800x600@24bpp. This is just to show it's actually working, just not on the N900 itself yet.
The video is still being processed, hope it will be available soon.
http://www.youtube.com/watch?v=BedruKdEkP4
drums4life687
2010-07-19, 17:24
Small update:
Issues are tracked down to the missing support for 16bpp screens and the missing 800x480 resolution in the start menu and battles. Once these are sorted out the game is likely to run pretty stable.
I created a screencast from my SDK to show it running at 800x600@24bpp. This is just to show it's actually working, just not on the N900 itself yet.
The video is still being processed, hope it will be available soon.
http://www.youtube.com/watch?v=BedruKdEkP4
That video makes me very optimistic. I will be so happy if this finds its way to the repos!
cant wait. thanks for porting this. i have the whole series on pc. would be great to play it on the n900.
drsilviuro
2010-07-27, 14:03
any cool news? :D
So I guess this is not going anywhere... well that's too bad :(
optimaxxx
2010-08-15, 12:59
yeah, what's the status guys?
Yeah, the 8,2 version of vcmi has already been released so any news on the n900 port?
Guys 0x47 was active 07-14-10 a.k.a the day when he posted last message. He forgot about us or he's working so stop posting questions to "nobody" :rolleyes:
Guys 0x47 was active 07-14-10 a.k.a the day when he posted last message. He forgot about us or he's working so stop posting questions to "nobody" :rolleyes:
Why? bumping the thread up might bring the attention of someone new who might be able to convert H3 to maemo, or at least raise the attention of 0x47 again and maybe make him post about his progress (if any). What's wrong with that?
bumping the thread up might bring the attention of someone
Good point. I hope you are right. Homm3 is one of my fav old school games, but bumping the thread every day gives us nothing and it's little annoying to get email with replay and get absolutely no news, but another question :)
I have sent a reminder jabber msg to 0x47. Maybe he can give us update or something.
EDIT: Ok i got in touch with him :) W8 for news.
Sorry guys, I definitively subscribed to this thread, so I was sure to receive a message on replies. Somehow this does not happen. :( Luckily Magik told me on Jabber...
Anyways, I took some time off as I was really busy at work and did not check the VCMI release. You're right, 0.82 has been released, but keep in mind this does not fix the resolution thing. The chief developer promised to "give it a try" after 0.82 was released. So I guess it's now time to remind him...
In the meantime I'll port the latest and greatest SVN and see how it works... If I have no trouble setting up my VM expect some more news within today.
EDIT: Well, not really big news, so I'm going to edit. I could set up a fresh SDK (which took ages as I have a low bandwidth connection, not like the one at work). I could build the latest VCMI SVN successfully. This is a good thing as I had troubles with my previous tries. :)
I'm now waiting for a reply from the chief developer regarding the resolution and 16bpp requests. Let's hope I'll get it soon...
Okay, here we go. Tow, the project boss implemented 16bpp. For some reason it still fails, which I just told him. That means from the users side of view we're not further than before, but in fact it's probably just some tweaking to get it working.
The bigger part is probably the 800x480 resolution as the whole game is based on 800x600.
0x47 Could we just introduce a lateral slider (just like in the web browser) so we could view the game even in the 800x600 resolution? i mean, as a temporary solution, couldn't it be implemented? i know that this was talked in the vcmi forum but there it never reached a solution.
Thanks and keep it up
ps:i'm also updating the status of this port on the vcmi forum :P
I am not familiar with the code (on purpose), so I don't know how complex it would be. But I guess implementing the sliding function for the menu would be way too much effort if you keep in mind the plan is to implement the 800x480 resolution or even to have an intelligent scaling functionality. I'd even say that implementing the slider consumes the same time as the resolution fix.
On the other hand I don't know if the battle crashes are more complex. (You can't enter a battle (and even town?) due to the fixed 800x600 graphics) So I think we should wait for the 16bpp thing to work and then focus on the resolution/slider...
Keep in mind I'm no official VCMI guy, I'm just asking them as you would...
BTW: Could you point me to that thread? (With the slider discussion) Thanks!
ps:i'm also updating the status of this port on the vcmi forum :P
Really? Where? Didn't notice it...
I am not familiar with the code (on purpose), so I don't know how complex it would be. But I guess implementing the sliding function for the menu would be way too much effort if you keep in mind the plan is to implement the 800x480 resolution or even to have an intelligent scaling functionality. I'd even say that implementing the slider consumes the same time as the resolution fix.
On the other hand I don't know if the battle crashes are more complex. (You can't enter a battle (and even town?) due to the fixed 800x600 graphics) So I think we should wait for the 16bpp thing to work and then focus on the resolution/slider...
Keep in mind I'm no official VCMI guy, I'm just asking them as you would...
BTW: Could you point me to that thread? (With the slider discussion) Thanks!
Really? Where? Didn't notice it...
Here: http://forum.vcmi.eu/viewtopic.php?t=273
I'm not "updating" the status, just checking the page to see how the status are (sorry for my english :$)
And i know that you aren't an official VCMI guy, but i thought that it could be easier to implement that instead of the resolution fix, even not being familiar with the code. And i was wrong...bargh..
Thanks again and sorry for my misleading bad english ;)
Hey, no worries! :D
I did not say that you're wrong! It's just a guess from my side either. I'd still like to ask if it's an option after the 16bpp work fine. Maybe you're right and it's a real quick thing...
BTW, why don't you just ask yourself? ;) Just revive this thread...
Hey, no worries! :D
I did not say that you're wrong! It's just a guess from my side either. I'd still like to ask if it's an option after the 16bpp work fine. Maybe you're right and it's a real quick thing...
BTW, why don't you just ask yourself? ;) Just revive this thread...
I'm shy :$ lool
And my english sucks :\
But i'm gonna ask anyway ;) I guess they don't bite :P
Edit: I can't register! the security image with the code doesn't show :( ...
Hehe, indeed they won't bite. They are really nice guys! :)
IIRC it's not an image, just type "vcmi" (the project name). No need to register anyways, you could just post as a guest...
Hehe, indeed they won't bite. They are really nice guys! :)
IIRC it's not an image, just type "vcmi" (the project name). No need to register anyways, you could just post as a guest...
I've just discovered the code lol .
Post posted ;)
optimaxxx
2010-08-19, 02:20
i'd just like to say i'm happy..
:D
:D
Now we have a reason to: 16bpp support is working! Still a small workaround involved, but hey... ;)
Those who can should get their asses up and help where possible to get this thing running at vcmi.eu (http://forum.vcmi.eu/viewtopic.php?p=5036#5027) (BTW: Even suggesting and testing is help!)
Hit them ...
http://forum.vcmi.eu/viewtopic.php?p=5039#5039
http://forum.vcmi.eu/viewtopic.php?t=273&postdays=0&postorder=asc&start=15
... where it hurts the most :cool: (not really but i thought that it would be a cool line :P)
Come on, help us ;)
0x47, could you post the current build/deb that is "working"? i manage to play the vcmi in 800x480 with Zamolxis alternative and with the keyboard shortcuts was playable(in vcmi 8.1 it crashed when entered in a battle), so we could be a beta tester(kinda :rolleyes:),please?
Thanks again for this ;)
SSLMM, I would if you told me how to make it run on the N900. :) It works in the SDK (with a 800x600 Xephyr), but not on the real 800x480 screen of the N900.
After you entered a game it's 800x480, true, but you're not gonna get there? :/
SSLMM, I would if you told me how to make it run on the N900. :) It works in the SDK (with a 800x600 Xephyr), but not on the real 800x480 screen of the N900.
After you entered a game it's 800x480, true, but you're not gonna get there? :/
Keyboard shortcuts :D
Press "N" and "S" to go to the "single map" screen and then "B" to Begin the game.
The game on N900 works in 800x600 but have the screen cut in the upper and bottom right? if so, then with these keyboard shortcuts we could enter in the game.
But if the game just crashes in the menu then we just have to wait :/
UHH,something i've noticed now. In vcmi, try to enter in a map, and then return to the main menu, with the Zamolxis alernate Config . The menu now is in 800x480 ...well...kinda. the "Exit Game" button is missing,but in n900 we really dont need it.And that button is still in the range of the mouse, so even if we cant see him clearly,it is usable. Isn't something we could take from this? :rolleyes: :P
I'm going to post this in vcmi forum ;)
It works, but not in fullscreen (settings.txt). Do you really think this is worth it? I mean it should at least work in fullscreen, so that the ingame screen is fully visible (don't care for the menu).
Did you notice how incredible slow the game is in windowed mode? That's not even close to usable... Let's wait for the 800x480 menu and I'll upload the .debs in no time.
I don't know if the "going back to main menu" thing is usable. This should be considered by the devs...
It's slow? in my computer i isn't and i didn't knew that in n900 (or in the sdk) was :/ (or i misunderstood something in what you said :S).
So for now the only thing that misses is the main menu in 800x480? i mean, the battle and castle views are ok now?
It's slow? in my computer i isn't and i didn't knew that in n900 (or in the sdk) was :/ (or i misunderstood something in what you said :S).
no, it's damn slow if I run it in windowed mode, so I didn't think about publishing it that way.
So for now the only thing that misses is the main menu in 800x480? i mean, the battle and castle views are ok now?
Correct, and I found a workaround for the fullscreen crash. I'm gonna try it on my N900 and if it works , I'll upload the .debs...
Correct, and I found a workaround for the fullscreen crash. I'm gonna try it on my N900 and if it works , I'll upload the .debs...
Uhh nice. Good luck then ;)
We will be wainting :P
It's there, metapackage called VCMI (Application Manager), please use this one. (Others are vcmi-bin and vcmi-data). You only need to add the retail disk data*, all VCMI data is included.
EDIT: * data goes to /opt/vcmi/
It's there, metapackage called VCMI (Application Manager), please use this one. (Others are vcmi-bin and vcmi-data). You only need to add the retail disk data*, all VCMI data is included.
EDIT: * data goes to /opt/vcmi/
:) Sorry but is where exactly? :confused:
EDIT: oh, i've readed again :o. its already on the aplication manager? nice :) going to check ;)
http://maemo.org/packages/source/view/fremantle_extras-devel_free_source/vcmi/0.82svn1767-0maemo1/
Because of my awesome slow internet connection I could not check the Application Manager myself (still updating). Isn't it there?
EDIT: It's in the repo, section "Games", name "VCMI Heroes 3". Just tried and it works. :)
http://maemo.org/packages/source/view/fremantle_extras-devel_free_source/vcmi/0.82svn1767-0maemo1/
Because of my awesome slow internet connection I could not check the Application Manager myself (still updating). Isn't it there?
EDIT: It's in the repo, section "Games", name "VCMI Heroes 3". Just tried and it works. :)
Yeah i also saw that it is there and i've downloaded.
Just one question (for now): wich folders should we put on the opt/vcmi folder? vcmi requires the Wake of the gods data (i dont like that "expansion" but ok). So, what are the exact "data" that we should put there?
Wait, I messed up the package. Fix is about to be ready... The binaries are missing...
You don't need to copy anything except 4 files:
/Data/H3bitmap.lod
/Data/H3sprite.lod
/Data/Heroes3.snd
/Data/VIDEO.VID
from your H3 Windows installation. All other files (WOG, VCMI) are already in the repository and automatically installed. (Not now, but after my fix)
Sorry for the confusion.
Wait, I messed up the package. Fix is about to be ready... The binaries are missing...
You don't need to copy anything except 4 files:
/Data/H3bitmap.lod
/Data/H3sprite.lod
/Data/Heroes3.snd
/Data/VIDEO.VID
from your H3 Windows installation. All other files (WOG, VCMI) are already in the repository and automatically installed. (Not now, but after my fix)
Sorry for the confusion.
Lol no problem ;) so the fix is going to take how much time? (sorry for being a pain in the *** :/ )
Apparently the fix brought new issues. I'm trying to solve the libsdl-mixer1.2 dependency issue. If I can't get it to run with the current build I'll have to continue tomorrow (removing the need of libsdl-mixer version 1.2.8). :(
EDIT: See https://garage.maemo.org/pipermail/extras-cauldron-builds/2010-August/026800.html
Sorry, the second try failed too, I have to leave now, I'll continue tomorrow with the removal of the Mix_Chunk thing. Sorry again, for making you curious. :o
EDIT2: I don't know what timezone you live in, but if I'm not to tired I'll continue after I came back (something like 3-4 hours). It's 11:30pm over here...
Apparently the fix brought new issues. I'm trying to solve the libsdl-mixer1.2 dependency issue. If I can't get it to run with the current build I'll have to continue tomorrow (removing the need of libsdl-mixer version 1.2.8). :(
EDIT: See https://garage.maemo.org/pipermail/extras-cauldron-builds/2010-August/026800.html
Sorry, the second try failed too, I have to leave now, I'll continue tomorrow with the removal of the Mix_Chunk thing. Sorry again, for making you curious. :o
EDIT2: I don't know what timezone you live in, but if I'm not to tired I'll continue after I came back (something like 3-4 hours). It's 11:30pm over here...
Portugal here. Minus 1 hour from there . I will wait then ;)
lol, you're still online (5am here). Go get a cookie and some VCMI from the repos. Should be ready any minute!
Check out: https://garage.maemo.org/pipermail/extras-cauldron-builds/2010-August/date.html
The latest entry has to be vcmi-bin, then it's there...
EDIT: It just dropped in. It took a while until it was in the repository (even tho the build was finished much earlier). Gonna hit the sack now...
lol, you're still online (5am here). Go get a cookie and some VCMI from the repos. Should be ready any minute!
Check out: https://garage.maemo.org/pipermail/extras-cauldron-builds/2010-August/date.html
The latest entry has to be vcmi-bin, then it's there...
EDIT: It just dropped in. It took a while until it was in the repository (even tho the build was finished much earlier). Gonna hit the sack now...
Wow, i was half asleep by now lol. So is it on? :p
So is it on?
Indeed...
Just remember to copy the HOMM3 files to the data dir (/opt/vcmi/) just like in the SDK. Everything else should be fine... :) It works all the same as in the SDK except the files are all in /opt/vcmi/.
Nighty night!
Indeed...
Just remember to copy the HOMM3 files to the data dir (/opt/vcmi/) just like in the SDK. Everything else should be fine... :) It works all the same as in the SDK except the files are all in /opt/vcmi/.
Nighty night!
Thank you very much :D
Good night ;)
Ok ive tryed it and after i put the data files in the Data file, when i run vcmi the screen goes black for a few seconds and then it crashes to the desktop :\
Now i'm going to sleep.
Can anyone tell me EXACTLY what repo this thing resides in? I have extras-devel enabled but I can't see this program listed in there...
Ok never mind, found it. But got the message "Unable to install" when I tried it, then it was there in my installed list anyway, but would not run (crashes to desktop instead). Does it install all those dependencies itself or do I have to go hunt them down myself?
Ok so I installed VCMI homm3 from app manager.
Copied those four files:
/Data/H3bitmap.lod
/Data/H3sprite.lod
/Data/Heroes3.snd
/Data/VIDEO.VID
To /opt/vcmi/ and when i tap the icon in menu nothing happens... not even a crash :D
So what I did wrong?
EDIT:
Ok i needed to update repos :o
I have installed it , but know it crashes when I try to launch vcmi.
I get following errors at the end of the installation:
Errors were encountered while processing:
/var/cache/apt/archives/libsdl-ttf2.0_2.0.9-1osso0+0m5_armel.deb
E: Sub-process /usr/bin/dpkg returned an error code (1)
I put the files in /opt/vcmi/Data/
but vcmiclient crashes with
[...]
Loading .lod files: 250000
Cannot find file: ZELP.TXT
Fatal error. Missing game file: ZELP.TXT. Aborting!
Killing console... Segmentation fault
Files were from a H3 Complete install. Can't find a ZELP.TXT anywhere there, is it WoG?
attila77
2010-08-22, 09:57
Just a pointer to some policies (http://talk.maemo.org/showthread.php?p=794777) that might affect this project. Feel free to chip in, the goal is to make it simpler for users to run these packages without hunting for talk threads, magic directories, etc
Um, can we get the bin package stripped and optified? Looks like one of the executables is 55MB and put in /usr/bin if my eyes are not deceiving me.
It kinda works :D Vcmi starts. I'm in the menu, but when I click new game, then scenario it crashes. Here is the log from terminal:
Starting...
Creating console and logfile: 0
Not entire config/settings.txt parsed!
Loading settings: 610000
VCMI 0.82b (client)
New screen flags: 2147483648
Initializing screen: 170000
Initializing video: 0
Initializing minors: 0
Loading default system settings: 10000
Initializing sound: 110000
Initializing screen and sound handling: 120000
Loading .lod files: 450000
General text handler: 320000
Hero handler: 90000
Artifact handler: 70000
Creature handler: 230000
Town handler: 50000
Object handler: 50000
Def information handler: 440000
Building handler: 90000
Spell handler: 110000
Initializing VCMI_Lib: 1940000
Screen handler: 10000
Loading and transforming heroes' flags: 1740000
Main graphics: 3660000
Initializing game graphics: 0
Message handler: 40000
Initialization of VCMI (together): 6540000
Cannot find /opt/vcmi/Maps directory!
boost::filesystem::basic_directory_iterator constructor: No such file or directory: "/opt/vcmi/Maps"
terminate called after throwing an instance of 'boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::filesystem::basic_filesystem_error<boost::filesystem::basic_path<std::string, boost::filesystem::path_traits> > > >'
what(): boost::filesystem::basic_directory_iterator constructor: No such file or directory: "/opt/vcmi/Maps"
Aborted
~ $
Maybe we have to copy maps into the vcmi folder? Gonna try it right away :D
EDIT:
Yep it helped! I can play homm3 on my n900!
Copy the "Maps" folder(from your complete homm3 wog installation folder) to /opt/vcmi/
Firts of, I'm sorry for telling you lies. ;) I took those four files from the VCMI Wiki, but in fact you need more external files (insteadmof these four). Please read the instructions on http://vcmi.eu (check the Wiki for installation on Linux). There should be more instructions regarding the external data from your Homm3 installation.
I forgot to remove the nostrip and noopt options, will do that later.
Attila77 I'd be happy to implement your suggestions. I'll contact you later if you don't mind, as I have to leave soon.
Hello, 0x47
The VCMI package you have uploaded to Extras* has a dependency that conflicts with another package, required by a few other games. Your vcmi-bin package requires:
libsdl-ttf2.0
which conflicts with
libsdl-ttf2.0-0
The latter package is required by many other packages (brainparty, crimson,fheroes2, numptyphysics, etc) and thus cannot be removed. I suggest you make your package depend on that package instead.
Hmm it worked the first time I launched, but now when I wanted to make a video it didn't :/
Firts of, I'm sorry for telling you lies.
No prob :D
ut in fact you need more external files (insteadmof these four). Please read the instructions on http://vcmi.eu (check the Wiki for installation on Linux). There should be more instructions regarding the external data from your Homm3 installation.
So according to wiki we have to copy all Homm3 files to phone or I misunderstood something there?
attila77
2010-08-22, 11:38
The libsdl-ttf2.0 thingy is broken, so unfortunately, no matter the dependency, it will conflict with something (that's why you can't install pygame stuff in parallel to the packages you listed). I have already poked Nokians about this, but no final resolution so far.
Where can i see the LOG? i can't get it to run :( It just open a black window for a few seconds and then it closes... I've copied all the folders of my Heroes 3 to opt/vcmi... Any help Magik?
Try run it from xterm and you will see a log :)
Try run it from xterm and you will see a log :)
thats what i thougth.but what should i type in the xterm? "vcmi" doesnt work :s
I made a video of my n900 running VCMI homm3:
http://www.youtube.com/watch?v=v0w8LsDAx6I
It's pretty cool... but no quick fight? :(
EDIT:
"vcmi" doesnt work :s
Write:
vcmiclient
Initial Note:
VCMI is not designed to work for resolutions below 800x600 (like the N900's 800x480), because HOMM3 was neither. So running VCMI on the N900 is considered a hack and far from stable or playable. If you feel like you want to help improving this, have a look at the side-notes below.
Current issues:
VCMI is not installable from apt-get, as it fails due to a preinst-script (script is supposed to tell user about third party dependencies).
VCMI is currently not working if ran from the Hildon icon. Run VCMI from command line only!
Installation Instructions:
If your installation was successful from the Hildond Application Manager (HAM), you may continue with step #3. Otherwise continue below. (You have to install from the Application Manager)
- First open up a xterm from your application menu (X Terminal). Get root access ("sudo gainroot" or just "root")
- If upgrading from a previous version, remove vcmi:# apt-get remove vcmi vcmi-bin vcmi-data1. Install VCMI from the extras/devel repository with apt-get:# apt-get update
# apt-get install vcmi2. If you already had VCMI running before, you're done and should be able to run VCMI (vcmiclient). If this is your first setup, continue with step #3.
3. Install HOMM3 Complete (all addons) on Windows (or Wine).
4. Install WOG on the same machine.
5. Copy the following directories from the Windows Heroes 3 to your VCMI installation (/opt/vcmi/): HOMM3/Data/
HOMM3/Mp3/
HOMM3/Maps/
HOMM3/picsall/
You should now be able to run VCMI from the menu (new icon) or from xterm by typing "vcmiclient" and pressing enter. If you have a crash it's a good idea to run from xterm to see the error output and to be able to paste it here.
Some further notes:
On copying the Data directory from your Windows installation, there will already be a Data directory in /opt/vcmi/. Make sure the new Data directory is merged with the existing one. (The already existing one is from VCMI)
The files from the vcmi-data package are from the VCMI release, so it is not the binary data from your HOMM3 installation. (they are automatically installed to /opt/vcmi/Data/ as described above)
I can't help much on installing Heroes 3 and WOG. There should be plenty of sources regarding this in the wilderness of the Internet.
To get some information about crashes, you should start vcmi from xterm. To do so, simply type "vcmiclient" and hit the enter key, as the binary is in /usr/bin/.
All of you should take a look at http://wiki.vcmi.eu/index.php?title=TODO_list and check out what is working and what is not. VCMI is not really playable yet, but if people help it may be playable in a not too far future. Help them get it to work properly (check you my signature). :)
fatalsaint
2010-08-22, 18:21
Um, can we get the bin package stripped and optified? Looks like one of the executables is 55MB and put in /usr/bin if my eyes are not deceiving me.
Yup.. same here.
The /usr/bin/vcmiclient and vcmiserver binaries need to be moved to opt and then symlinked to /usr/bin..
Same goes for the entire /usr/lib/vcmi/ directory. There's another 36.7M used on rootfs from there.
It's a rough total of 100M of rootfs used from this package.
I am also getting the ZELP.TXT error. I must be missing something.
fatalsaint
2010-08-22, 19:33
Ah, missing the WoG files. Now it crashes when I go to start a single player.. I think thats expected though?
Just download the WoG expansion. It's free.
It shoudn't crash. Did you copy "Maps" folder to /opt/vcmi?
Please ignore the currently new version, because I forgot to change all the paths in the vcmi-data and vcmi package. I'm optifying everything, which means the vcmi installation is located in /opt/maemo/usr/share/vcmi/ in future (instead of /opt/vcmi/). This is done by maemo-optify and I cba to do it manually...
BTW, I cannot get rid of this issue because there is no libsdl-ttf2.0-2-dev package available. This is a build dependency though... What to do?
I made a video of my n900 running VCMI homm3:
http://www.youtube.com/watch?v=v0w8LsDAx6I
It's pretty cool... but no quick fight? :(
EDIT:
Write:
vcmiclient
Looks awesome, I can't wait for a stable version :)
Please ignore the currently new version, because I forgot to change all the paths in the vcmi-data and vcmi package. I'm optifying everything, which means the vcmi installation is located in /opt/maemo/usr/share/vcmi/ in future (instead of /opt/vcmi/). This is done by maemo-optify and I cba to do it manually...
BTW, I cannot get rid of this issue because there is no libsdl-ttf2.0-2-dev package available. This is a build dependency though... What to do?
What i did was :
First followed this post http://talk.maemo.org/showpost.php?p=771781&postcount=56
And then installed this through xterm:
http://maemo.org/packages/package_instance/view/fremantle_sdk_free_armel/libsdl-ttf2.0/2.0.9-1osso0+0m5/
and then it worked but had to uninstall some apps (mupen64plus,vulture eyes,numpty physics...)
Ps: i don't know if this helps . maybe not...:rolleyes:
Well, I managed to keep all the other applications by just ignoring the error. Done like the this:
# apt-get remove vcmi-bin vcmi-data vcmi
# apt-get update
# apt-get install vcmi
That way it's installed with some warning regarding the libsdl-ttf2.0 thing, but it's installed and works fine... Tried that?
Ok guys, I figured it doesn't work with maemo-optify, so I'll have to manually optify all files. I can't do it this night as I have to visit relatives tomorrow morning. Sorry, but I have to delay the new version until tomorrow evening.
The current version in extras/devel (0maemo4) works normally, but you'd have to put the H3 and WOG data files to /usr/share/vcmi/. This is not a good idea. Or put all files in /opt/maemo/usr/share/vcmi/, but symlink every single file to /usr/share/vcmi/. This is the problem which occurs if you use maemo-optify.
So please also ignore the changes to the linked post (install instructions) in my signature, I already changed it in believe it would work.
NOTE: After optifying VCMI the installation path changed! Please move your Heroes 3 data files as described below.
You may want to look at my OpenDune packaging to see how it uses /home/user/MyDocs/Games/DUNE2 to store game data.
It's easier for the user to keep the game data on MMC.
You could perhaps build with --prefix=/opt/vcmi
That should put everything under opt. (Haven't looked at the package though so maybe it's completely different...)
Thanks, will consider to move everything to MyDocs later. I think having such a user warning/instruction thing that attila77 talked about is more important for now.
Also thanks for the --prefix hint, already did that. :)
As I had lots of stuff to do today (in addition to my absence), I just created the fixed, stripped and optified package. It should now be in the repos and work well. The data dir is /opt/vcmi/ as usual, but now the binaries and libraries are in there, too (to save space). I symlinked the binaries to /usr/bin/ so you don't have to care for anything. Just copy over your H3/WOG data as usual.
I also updated the small instructions post (link at my signature).
Got to get up early, so nighty night everyone! :)
Thanks, will consider to move everything to MyDocs later. I think having such a user warning/instruction thing that attila77 talked about is more important for now.
Also thanks for the --prefix hint, already did that. :)
As I had lots of stuff to do today (in addition to my absence), I just created the fixed, stripped and optified package. It should now be in the repos and work well. The data dir is /opt/vcmi/ as usual, but now the binaries and libraries are in there, too (to save space). I symlinked the binaries to /usr/bin/ so you don't have to care for anything. Just copy over your H3/WOG data as usual.
I also updated the small instructions post (link at my signature).
Got to get up early, so nighty night everyone! :)
Just to say something to you 0x47, Tow dragon implemented a beta stage of scrolling in the last revision for us. When you have time, if you want it of course, you can go see it
http://forum.vcmi.eu/viewtopic.php?t=273&postdays=0&postorder=asc&start=30
Tow Dragon said:
"I've partially implemented support for screen scrolling in the newest revision. It works only for game setup menus and has some bugs, but it gives a glimpse of what could be done. To try it out, compile revision 1771 (or newer if my changes won't be reverted) and change pregameRes is settings.txt to 800x480 (or anything else). Screen will be scrolled when you put your mouse near top or bottom of the screen."
Good night ;)
Hehe, I just read it myself (could not go to bed before checking vcmi forums). I'll update the package tomorrow, of course! Thanks for the hint tho...
Hehe, I just read it myself (could not go to bed before checking vcmi forums). I'll update the package tomorrow, of course! Thanks for the hint tho...
Nice :)
Your welcome ;) Always TRYING to help :)
chenliangchen
2010-08-24, 14:05
Is the directories /opt/vcmi/data (etc) or /opt/vcmi/HOMM3/data ?
Thank you! :-)
Is the directories /opt/vcmi/data (etc) or /opt/vcmi/HOMM3/data ?
Thank you! :-)
/opt/vcmi/data
But you also need to put the folder "Maps", "MP3" and "picsall" in "/opt/vcmi/" in order to work ;)
chenliangchen
2010-08-24, 15:18
I did this in the terminal: (I left the data in the folder HOMM3 in the N900 32G directory)
cp -R /home/user/MyDocs/HOMM3/Data /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/Mp3 /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/Maps /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/picsall /opt/vcmi/
then vcmiclient...
it says cannot open /opt/vcmi/Data/VIDEO.VID
failed open file...
But I do put the folder there do I??
Confused...
Thanks in advance... :-)
I did this in the terminal: (I left the data in the folder HOMM3 in the N900 32G directory)
cp -R /home/user/MyDocs/HOMM3/Data /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/Mp3 /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/Maps /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/picsall /opt/vcmi/
then vcmiclient...
it says cannot open /opt/vcmi/Data/VIDEO.VID
failed open file...
But I do put the folder there do I??
Confused...
Thanks in advance... :-)
Dude just use WinSCP(google it) to make sure you have copied all files and it will be fine :)
I did this in the terminal: (I left the data in the folder HOMM3 in the N900 32G directory)
cp -R /home/user/MyDocs/HOMM3/Data /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/Mp3 /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/Maps /opt/vcmi/
cp -R /home/user/MyDocs/HOMM3/picsall /opt/vcmi/
then vcmiclient...
it says cannot open /opt/vcmi/Data/VIDEO.VID
failed open file...
But I do put the folder there do I??
Confused...
Thanks in advance... :-)
Could you check the contents of your VCMI directories after installation? Please do:
# ls -lah /opt/vcmi
Check for the presence of the four directories (Data, Maps, Mp3, picsall)
# ls -lah /opt/vcmi/Data
Check for VIDEO.VID (in capital letters)
I just uploaded a new upstream release (0.82svn1775-0maemo1), it should already be in extras/devel. The new version implements scrolling in the main menu (where you create a new game), but this is currently disabled in the configuration as it causes the game to crash as soon you try to start a new scenario. Check this out (http://forum.vcmi.eu/viewtopic.php?t=273&view=newest) if you want to know more.
Video playback (Intro) should now work again, thanks to Tow...
If you have issues or crashes, feel free to report here.
Daniel
Does the WOG random map generator work in this release?
Warmonger
2010-08-25, 17:48
Hello, I registered here just to have post time displayed correctly. However, may answer your question:
1. There's no such thing as "WoG map generator" at all, unfortunatelly.
2. We don't plan RMG even for 1.0 release, it's just superfluous and requires working modding system in first place to give any advantage over already existing tools.
For future questions, please visit our board, especially Wiki (http://wiki.vcmi.eu/index.php?title=VCMI) which contains all information about implemented and pending features.
Welcome Warmonger. :) It's probably not important, but what post time do you want to display? Just curious...
Regarding our Maemo port: Everyone please note that VCMI requires root rights to run. I did not notice it until now, because I always used the xterm to start vcmiclient. I'll change the mini-howto in a minute!
Cheers,
Daniel
I just uploaded a new upstream release (0.82svn1775-0maemo1), it should already be in extras/devel. The new version implements scrolling in the main menu (where you create a new game), but this is currently disabled in the configuration as it causes the game to crash as soon you try to start a new scenario. Check this out (http://forum.vcmi.eu/viewtopic.php?t=273&view=newest) if you want to know more.
Video playback (Intro) should now work again, thanks to Tow...
If you have issues or crashes, feel free to report here.
Daniel
Welcome Warmonger! nice to have you around :D
In the new version, the animation on battle is a lot slower that in the previous ones :/ . Could it be derivated from the videos fix?
fatalsaint
2010-08-25, 22:46
Regarding our Maemo port: Everyone please note that VCMI requires root rights to run. I did not notice it until now, because I always used the xterm to start vcmiclient. I'll change the mini-howto in a minute!
I didn't?? I just had to:
chown -R user: /opt/vcmi/Maps
So that the user had full access to Maps...
Didn't try saving though.
That didn't work for me, I get an boost::interprocess::interprocess_exception: what() with permission denied on creating a new game. I don't know why vcmi would try to interact with other processes, but it seems you could have done something else to make it work? Did not try "chown -R user:users /opt/vcmi/" though.
What boost version do you have installed? 1.38 or 1.42? I feel like some of my crashes might be related to the old 1.38 version I have installed. I figured it would at least run with 1.38 after spending quite a few hours porting 1.42 to Maemo... lol
Finally it might be of some use though?
fatalsaint
2010-08-26, 05:12
That didn't work for me, I get an boost::interprocess::interprocess_exception: what() with permission denied on creating a new game. I don't know why vcmi would try to interact with other processes, but it seems you could have done something else to make it work? Did not try "chown -R user:users /opt/vcmi/" though.
What boost version do you have installed? 1.38 or 1.42? I feel like some of my crashes might be related to the old 1.38 version I have installed. I figured it would at least run with 1.38 after spending quite a few hours porting 1.42 to Maemo... lol
Finally it might be of some use though?
I have 1.38.0-6.
Just started it again as user :confused:
I did get a segfault when I went into battle.. and the time I played previously I got hung when trying to take a mine of some kind.. not sure if that's related or not. It hasn't been actually playable really but I figured that was just the status of the port so far.
I got a pthread_mutex_destroy(&m) in vcmiserver this time when I went into combat.
ETA:
As far as permssions.. /opt/vcmi/Maps is user:users and everything else root:root.
Battles are not working currently, as the battle windows are fixed 800x600. We need functioning 800x480 battlefield pictures to implement it on VCMI side. I guess nobody's willing to create them until now. EDIT: If anyone is speaking French, feel free to help out here (http://forum.vcmi.eu/viewtopic.php?t=343). Chris is willing to help but doesn't understand how. :o
Are you starting vcmiserver yourself? The VCMI wiki states the vcmiserver is not working yet, so I'm not sure if you started it, or if it is started by vcmiclient in some way.
It's strange, I have the same permissions, and still get the crash on every attempt to create a new game. I'll play around a bit...
Anyone else having these crashes upon running vcmiclient as user?
EDIT: The error sais: Cannot open interprocess memory: Permission denied
fatalsaint, could you describe how exactly you are running vcmi?
fatalsaint
2010-08-26, 15:36
Are you starting vcmiserver yourself? The VCMI wiki states the vcmiserver is not working yet, so I'm not sure if you started it, or if it is started by vcmiclient in some way.
Nope. See below.
EDIT: The error sais: Cannot open interprocess memory: Permission denied
fatalsaint, could you describe how exactly you are running vcmi?
Nothing special.
Open X-Term
/opt/vcmi/bin/vcmiclient
Random Thought... I'm using the enhanced kernel for overclocking. I could see that affecting interprocess memory possibly?
I also have this kernel installed, not using overclocking though. Well, apparently I'm the only one with this issue, so I guess it's not relevant for others... Thanks anyway! :)
Check out 0.82svn1781-0maemo1 (in extras/devel). It implements working scrolling (drag and drop). It's no smooth sliding, but works perfectly. Credits go to Tow dragon! :)
Keep up the good work 0x47! :)
Sure, thanks. But I guess I was a bit too fast again. Check out http://forum.vcmi.eu/viewtopic.php?p=5117#5117
Hmmm... I'm getting an error trying on step 1 while trying to install vcmi using your guide:
/var/cache/apt/archives/libsdl-ttf2.0_2.0.9-1osso0+0m5_armel.deb
E: Sub-process /usr/bin/dpkg returned an error code (1)
What could cause this?
The reason is, that I have a build dependency on libsdl-ttf2.0-dev. This automatically implements a runtime dependency for libsdl-ttf2.0 (without the -dev). So far so good. But there is a libsdl-ttf2.0-0 package available which some other packages make use of. So apt tries to install libsdl-ttf2.0 which has the same files as the one with -2 in the end and fails because of this.
The actual problem is the missing libsdl-ttf2.0-0-dev (note the -0). So I can't use this package to build, but some other applications still use the runtime package of it.
Hope that makes sense to you.
Following my guide VCMI should still install, even tho the error was thrown. Did you try to run it after installing with apt-get?
fatalsaint, the solution for my need to run vcmiclient as root is here: http://forum.vcmi.eu/viewtopic.php?p=5126#5126
Pretty straight forward, huh? ;)
fatalsaint
2010-08-27, 18:31
fatalsaint, the solution for my need to run vcmiclient as root is here: http://forum.vcmi.eu/viewtopic.php?p=5126#5126
Pretty straight forward, huh? ;)
well that's interesting. I wonder how yours was different than mine though? Must have happened during a build I didn't get..?
As Tow suspected, I was running VCMI with root the first time. The file was created with root as it's owner. Therefore a normal user could not use it any more...
fatalsaint
2010-08-27, 19:05
As Tow suspected, I was running VCMI with root the first time. The file was created with root as it's owner. Therefore a normal user could not use it any more...
OOHHHH I get it.. I somehow missed that part. Makes sense now.
That's good to know.
Following my guide VCMI should still install, even tho the error was thrown. Did you try to run it after installing with apt-get?
Ah! you're right - it did install, I thought it didn't because of that error, so I didn't even bother looking for it or running it :)
Hmmm... I'm getting an error trying on step 1 while trying to install vcmi using your guide:
/var/cache/apt/archives/libsdl-ttf2.0_2.0.9-1osso0+0m5_armel.deb
E: Sub-process /usr/bin/dpkg returned an error code (1)
What could cause this?
I have same problem. How I can fix it?
I have same problem. How I can fix it?
Following my guide VCMI should still install, even tho the error was thrown. Did you try to run it after installing with apt-get?
Did you read the post right after that one you quoted?
0x47, yes, i read post after that one I quoted. But I not understand what need to do.
You actually don't need to do anything, just run VCMI.
You can also try some of the suggestions in this thread (http://talk.maemo.org/showthread.php?t=59553&page=2). Try removing all packages that depend on libsdl-ttf2.0-0 and remove the package itself.
VipPers0n
2010-09-02, 08:11
Any new news from VCIM ?
Scrolling works perfectly in new version. Thanks 0x47.
I couldn't find any answer on vcmi forums:
Is quick fight going to be implemented(or it is but currently not working)?
It's very neat feature when you play with 2+ players.
Well I can't get the game started - each time I try to choose a map and start playing, the game hangs... :(
efekt use the smallest map with minimum number of players and the game should start in ~10 sec.
I couldn't find any answer on vcmi forums:
Is quick fight going to be implemented(or it is but currently not working)?
It's very neat feature when you play with 2+ players.
AFAIK every feature of HOMM3 and WOG will be implemented and if necessary improved/fixed. So yes, Quick Fight is going to be implemented, and yes, it's not working yet. This might also be terribly wrong though, I'm not official.
Well I can't get the game started - each time I try to choose a map and start playing, the game hangs...
Does it really hang or just look incredibly distorted and shuffled? Because that issue is there since the scrolling in menu works. Sad fact that it's too much work to implement menu scrolling and working adventure map. So we can have only one thing. There's (hopefully) work in progress though.
Warmonger
2010-09-02, 11:41
AFAIK every feature of HOMM3 and WOG will be implemented and if necessary improved/fixed. So yes, Quick Fight is going to be implemented, and yes, it's not working yet.
I don't remember anyone requesting quick fight as a necessary feature, nor showing will to make it. Definitely not "every" feature is going to be implemented, many of them are just redundant or plain stupid (fishing in well, lol). It is only necessary to give a support from game engine to possible users' modifications. We are going to add very generic script / mod support once original game is more or less complete.
Of course, you may always commit your own code.
However, I'm hoping to add native support for key features like stack experiece and commanders, but these do not come from original heroes and may be discarded. You know, the project is running for over three years now and too much stuff may result in endless delay of 1.0 relese.
Warmonger, it's not necessary, but it would be cool.
Did you tried play homm3 with 2+ players? Waiting for your turn is soooo long and boring without "Quick fight" :)
You should consider transferring such discussions to the VCMI forum (http://forum.vcmi.eu/index.php)... ;)
0x47 so how's the things are going? :)
After last update I can't even play on the smallest maps :(
Yeah, sorry. I don't know if the menu-scrolling was already removed from SVN. After it was removed, I can add a new version that is playable again.
Tow said he is quite busy at the moment, so I'm waiting for further actions towards 800x480 support by VCMI. I think the VCMI team also needs some graphics to support it, but I'm not sure which ones and what to do with them.
hardkorek
2010-10-01, 02:38
Seems there is "alpha version" of 800x600 available:
http://forum.vcmi.eu/viewtopic.php?t=273
True, and this version is in extras-devel (not working atm)... they tend to not support 800x480 until 1.0 was released...
hardkorek
2010-10-01, 06:23
I removed vcmi vcmi-data vcmi-bin, /opt/vcmi and i lost around 200 Mb of space on /home.
I tryed apt-get autoremove and i deleted apt-cache.
What other libraries it downloads whean installed? I'm running out of space on /home
There is nothing on /home. All data is in /opt/vcmi, so you have to check other apps that could cause your problem.
hardkorek
2010-10-01, 07:23
No i haven't installed any other aplication. I had around 300 Mb free(i'm sure cause i was wandering if i have enough space for data files) i uninstalled it and deleted data files but i didnt reclaim the space.
I'm sure that apt-get was installing some dependencies but can't remember what.
I'll try deborphan or reflash, it will be easier.
anyway I hope homm3 will become playable. It is my best game ever. thanks for porting it.
Version: 0.82svn1781-0maemo1
Depends: libavcodec52 (>= 3:0.svn20090303-1) | libavcodec-extra-52 (>= 3:0.svn20090303-1), libavformat52 (>= 3:0.svn20090303-1) | libavformat-extra-52 (>= 3:0.svn20090303-1), libavutil49 (>= 3:0.svn20090303-1) | libavutil-extra-49 (>= 3:0.svn20090303-1), libboost-filesystem1.38.0 (>= 1.38.0-1), libboost-iostreams1.38.0 (>= 1.38.0-1), libboost-system1.38.0 (>= 1.38.0-1), libboost-thread1.38.0 (>= 1.38.0-1), libc6 (>= 2.5.0-1), libgcc1 (>= 1:4.2.1), libsdl-image1.2 (>= 1.2.4-5-recomp1), libsdl-mixer1.2 (>= 1.2.6-5+0m5), libsdl-ttf2.0 (>= 2.0.9), libsdl1.2 (>= 1.2.13-2maemo5+0m5), libstdc++6 (>= 4.2.1-4maemo9+0m5), libswscale0 (>= 3:0.svn20090303-1) | libswscale-extra-0 (>= 3:0.svn20090303-1), zlib1g (>= 1.2.3-9.osso9+0m5)
Hope that helps...
hardkorek
2010-10-02, 07:32
I was planning to reflash today (i deleted apt-get cache before you post full dependencies)but I did df -h one more time and noticed i have over 300 Mb free space on /home again. Magic.
I don't know how it happen but for sure it wasn't vcmi fault.
Ok guys, seems like we won't get VCMI working on the N900 anytime soon. Read more here (http://forum.vcmi.eu/viewtopic.php?t=273&postdays=0&postorder=asc&start=75)... :(
Hi there 0x47.
VCMI 0.84 is out. I know that it doesn't suport the resolution of n900 as we wanted but at least it brings (few) new features and more stability. Since the version that we want is still far from being released, we could enjoy this new versions.
Could you compile this to us?
Thanks in advance ;)
Well, it's there, but the issues remain:
- Game crashes on battle, sometimes in town
- Not possible to install from apt-get (works from HAM (App Manager) though)
- Not possible to run VCMI from icon (it will freeze after starting the game)
But you can give it a try if you want. :)
Please check out the updated instructions here: http://talk.maemo.org/showpost.php?p=795124&postcount=182
Thank you for your efforts.
Trying it now ;)
Sorry for not reporting back but my n900 was stolen few days later my last post in this thread :(
But i've bought a used one and, since there is a new version of vcmi, could you update your port? I know it isn't playable but android phone are getting it and we deserve it too lol
Thanks
any chance of someone compiling the latest version? 0.86svn2460 if im correct
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